I do feel there is a lot of room for creativity with it.

What they did this expansion is give a bunch of jobs multiple gap closer charges, so you can almost always hold one. I think this is a fine solution, but I don't think they had to copy + paste this across like 3 of the tanks.

Other ways about it:
  • GCD gap closer, with a CD or otherwise. It kind of resolves itself by opportunity cost; if anything would need a higher potency.
  • As a modification of the above, roll it into a GCD already used. RDM is a good example, where I wouldn't mind if the first attack of the enchanted combo closed the gap for you.
  • Gap closer with a minimum distance. It's not worth it to make distance to use it, but when you actually have to get in it's basically always there for you. Has the baggage of being a button you might not use in some fights.
  • An existing solution I like is what they did with WAR. You spend a resource for it, but get what you pay for. It's the best at actually closing a gap when you have the gauge for it. Maybe tune it a bit next expansion but that aside.
  • Instant positional actions that don't use FFXIV's terrible ground targeting system. Elusive Jump is better than Shikuchi if not just because it's responsive.
  • Wouldn't mind if we had a melee job that charges forward like 15y but stopped on impact with an enemy.
Either way I do not want them to go like... hey, we have this solution for the problem, let's apply it to 10 jobs. One of Shadowbringer's biggest problems IMO is excessive homogeneity. I get why that happens, because they found a solution that can solve a design problem that exists across jobs, or because it's easier to balance jobs that way, but I'd like more individual flavour and bold design decisions when it's reasonable.